After noticing that Yojimbo and Che have their monopoly of logs, aside from replying or a few PMs here or there, I don't have much presence on these forums. I decided it was high time that I start having a quick post/recap of times and dates of completed runs along the same lines as Questors gotta do. Logs themselves won't be posted because that would eat up too much bandwidth and space.

Since I was never actually a Questor and as such, never had access to the Questor boards as a mortal, but was given echo and told to do runs, I'll be covering those I did as a pseudo-Questor as well.

I'll only be doing small summaries of the jobs as this is mostly for players to know whether an imm-run has happened recently or not. Longer descriptions as I feel they are necessary.

Anywhere there are large periods of nothing happening can be attributed to college, being busy, making up ideas, or low MUD population, since that last one tends to happen at certain periods at least once a year, regularly.

Log of runs:
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[6/23/2010] Runners are hired for wetwork on a politician. Runners mostly do legwork and planning phase. Part 1 of 'Rayford' run

[6/24/2010] Part 2 of 'Rayford' run. Runners opt out of assassination and instead go after the client of their J? More legwork and planning.

[6/25/2010] Part 3 of 'Rayford' run. Runners breach the client's house and cause a ruckus. Their new target is dead. J hires another team to kill the politician.

[7/8/2010] Attempts to start 'Emerson' retrieval run go awry from a lack of players. I instead begin planning a run of a different sort.

[7/17/2010] Team is hired to do 'something' on the metaplanes. Thunderfeet and six-shooters abound in this cowpunk plane. Team fights off bandits and gets to the local watering hole. Part 1 of 'The Good, The Bad, And The Furry' metaplane run.

[7/18/2010] Part 2 of 'The Good, The Bad, And The Furry' metaplane run. Team runs into Scalphunter Sam, who is definitely not a ripoff of Yosemite Sam because we don't want to get sued. Tarnation and hooplah abound.

[11/27/2010] I attempt to start up the 'Equinox' metaplane run, but scheduling conflicts causes it to fall through after the first day. Might eventually start this one up again, but probably not.

[12/28/2010] A 'newbie' run is started with a group of three participating. Forced-extraction run, with the group having to kidnap a scientist in a far-off research outpost in the northern area of Canada in the UCAS. Part 1 of 'Estelle' run.

[12/29/2010] Part 2 of 'Estelle' run. Group 'sneaks' very loudly through the HVAC system, setting off alarms the entire way. The group gets to their target eventually and discovers that non-lethal armaments, unarmed skill, or clubs skill may be necessary if you are kidnapping someone. 2 out of 3 are almost unconscious when the fighting stops (even with F-I-M modifiers) with the target finally being knocked out. Group runs into 'Scissorhands', but manages to evade him since his highest speed is 'just enough to spook the newbies a little until a confrontation is necessary' [AKA, slow walk]. Group fires at him, discovering that a cyberzombie is a fearsome entity for a reason as his pecs deflect the shotgun slug (the highest-caliber weapon the group had on them). Group runs back to cargo plane. Group has their pilot begin take off as 'Scissorhands' breaks the ramp to be stuck open as fighting starts. 'Scissorhands' is found to still reflect blows off his pecs until one newbie manages to knock him back and off the ramp, where falling damage cares little for armouring. 'Scissorhands' survives the fall, but the group gets away and paid.

[1/30/2011] Part 1 of 'Rolf' run, but schedules cause it to never be finished. Group travelled to Pomorya to play as bodyguards. Client is disabled and the group chases the assassin. Run stopped there and was never continued.

[6/4/2011] Group began 'Geists, Ghouls, and Loup-Garou, Oh my!' run, but scheduling causes it to fall through.

[6/22/2011] Attempts to start 'Train Job' fall through.

[6/24/2011] Group is tasked by a talismonger to retrieve her stolen grimoire from a gang. The two involved do so without a hitch. 'Wiccan Book' run

[7/4/2011] Group heads to the metaplanes again. This time, heading to 'Throne' where the group takes part in various Renaissance Faire-esque type feats of skill and sorcery. Much drinking and feasting is to be had. Part 1 of 'Throne' metaplane run.

[7/5/2011] Part 2 of 'Throne' metaplane run. Group continues the fights/feats of skill.

[7/6/2011] Part 3 of 'Throne' metaplane run. Group finishes the fights and get paid whilst also feasting and drinking. Much fun is to be had.

[7/18/2011] Group of four begin 'The Most Dangerous Game', which takes place on an island within a mana dead zone, where magic of any kind ceases to work. As 4 out of the 4 characters involved are overpowered to begin with, this was more to test their ingenuity rather than their firepower. Group was kidnapped and tossed onto the island to pretty much do a 'SR-version' of the book. Group steps out of bunker and immediately is attacked by a panther, which eventually leaves them alone as the creature finds an easier meal from one of the hunting dogs that were also attacking the group. Vile rolls botany, with his wound modifiers causing him to rub poisonous plants on his cuts. The modifiers go away from the numbness for several game hours before he finally succumbs to symptoms and the group rests in a cave. As he was the only one with survival, this was necessary. Part 1.

[7/19/2011] Part 2 of 'Most Dangerous Game'. Team sets up in a defensible area and waits out the hunters. Group manages to take down a team with weaponry using sticks and stones. Also, ambushing.

[7/20/2011] Part 3 of 'Most Dangerous Game'. As the team wasn't moving, the entire force comes on them this time, using their helicopter with a mounted gun. Urthor finds that not every runner makes a useful missile weapon, first as he tosses one onto the skiffs and then almost manages to throw Vile into the tail rotor. Did I mention that only Vile knew how to fly helicopters? Sid (the one on the skiff) manages to kung-fu kick both the pilot and the gunner out of the helicopter and makes one of the most difficult default rolls ever, steadying the helicopter. The rest of the group jump on after defeating the force of enemies and then head for the camp on the GPS. Retrieving their weapons and a cache of money, they then head home.

[9/25/2011] Group is hired to steal some cargo off of a truck in transit. Urthor happens, causing the truck to get knocked off the highway and explode on the pavement below. 'Smith Cargo Grab' run.

[10/13/2011] Team is hired to falsify some data on the LoneStar host. After stealing some clothes and disguising one of their group, the team manage to get to a spot and spoof their way onto the host, changing the data with no problem. Their getaway becomes fubar'd and they 'cheese it' outta there. The getaway is successful.

[10/14/2011] Team is hired to save a joygirl by her pimp. Goes off without a hitch. 'Archbishop Don Magic Juan' run.

[12/26/2011] Attempts to begin 'Hong Run' fall through.

[1/16/2012] 'Geists, Ghouls, And Loup-Garou, Oh My!' is started again and works this time. Group arrive at an abandoned mansion that has had 'strange' happening occur every leap year. Coincidentally, the group are there ICly on Feb 28th, near nightfall. Group run into the shitty SyFy series 'Ghost Hunter'-esque types that are there for filming. After the first night, one of the four NPCs are dead because they were stupid. Strangely enough, the runners did not kill them even though they were annoying. Part 1.

[1/30/2012] Part 2 of 'G,G&L-G,OM!' starts up after a long period. Group continues the investigations as time ticks by.

[2/3/2012] Part 3 of 'G,G&L-G,OM!' begins. Group begins fight with the cause of the 'weirdness' going on in the mansions.

[2/9/2012] Part 4 of 'G,G&L-G,OM!' begins. Group finishes the fight by using the oft-unused tactic in RPGs: Fleeing. The cause escapes the 'curse' the group managed to break on the place unknowingly, which lets a horde of ghouls and loup-garou loose on northern Seattle. The job's finished, but the story is To Be Continued.

[2/24/2012] Group does 'Train Job'. The two find the object their J wanted, and break the coupling on the tailing car so it simply coasts to a stop. Little trouble on this one.

[2/25/2012] Group starts 'Emerson' run. Group is tasked with retrieving a captive from a research outpost. Group manages to breach the exterior gates. Part 1.

[2/26/2012] Part 2 of 'Emerson' run. Group runs into second sighting of 'Scissorhands'. Laser beams to the face care little for cyberskulls. The runners pull off the rest of the run without a hitch. Hours later, I realize that I forgot about one of his pieces of 'ware, so he survived to terrorize runners in later runs to come.

[7/15/2012] Group is hired to delete some damning evidence off a terminal. The team of two do some quick legwork. Part 1 of 'Jensen' run.

[7/16/2012] Group is hired by Lone Star to help with a hostage rescue situation. Team happens to be high-powered runners, so it should go smoothly. Fighting starts with Vile jump-kicking the hostage in the face through a window, and ends with all but one of the kidnappers dead or captured (mostly dead). 'Hostage for Gordon' run.

[7/17/2012] Part 2 of 'Jensen' run. The team of two manage to break into the apartment and do the rest of the job without a hitch.

[8/9/2012] Group begins 'Investigation' run. Heading to a nearby town that recently 'went off the map', so to speak, they find what amounts to a ghost town when they arrive, with the place looking like large-scale fights happened. Two of the four unknowingly fall prey to what caused this immediately. The group kills the only survivor seen so far immediately (he kinda was firing on them, but with weapons that weren't breaching their armour)

[8/10/2012] Part 2 of 'Investigation' run. The two that were 'infected' of the group begin distrusting the others without any real prompting from the GM, aside from careful descriptions and 'Well, what do you think?' questions. One thinks the only awakened character present became infected with an invae spirit, and as the group didn't really know the rules on it, they think it really happened. Paranoia abounds.

[8/11/2012] Part 3 of 'Investigation' run. Three of the four group members have succumbed to the paranoia gas that has spread through the entire town, and after finding a crashed tanker truck with a ruptured tank, everyone present thinks nothing of it and doesn't check the paperwork that was detailing the cargo and instead goes to torture and interrogate the second 'survivor' they managed to find. The group begins bickering and in-fighting, with only three of the four now conscious and alert. The fourth never succumbs to the gas as he was a rigger that stayed miles outside of town in his EnviroSealed truck, using drones to check out the place. As the only 'sane' team member present, but through a drone, he could not verify all the 'astral' presences, but only 'knew' of them through the other, hallucinating team members. The run ends with the two splitting up, then hallucinating and running into each other again, firing on one another unknowingly. After getting cleaned up, they report to the J and get payment.

[9/14/2012] Group begins 'Kidnapping' run. Tasked with kidnapping a target for ransom, the group arrives at the location to find that their target for 'kidnapping' is actually a kid. Some quick thinking by stunbolting the kid's dog with them to get 'help' for the 'puppy' (actually a very dangerous, full-grown breed for guarding, and the child was alone and fully believed them to be 'nice people'). Part 1.

[9/16/2012] Part 2 of 'Kidnapping' run. Group fights off the father's extraction team of runners they hired. After fully creating a situation where the father might have paid, the group gets cold feet and guilt, so they return the kid without incident by dumping her in front of the original building. Urthor causes a 100 car pileup of Rube Goldberg proportions when cutting off several cars that causes several collisions, killing both the kid's father and her dog, too. Team beats feet outta there.

[2/15/2014] Group begins 'Mr Scratch' run. Group is hired to beat up a target that has yet to pay back the J's loan. Group heads to the target's location, with half immediately starting a fight with a local gang. One is downed while the second flees after stealing the first's truck. Part 1.

[2/17/2014] Part 2 of 'Mr Scratch' run. The two remaining runners complete the job by running into the target in a local park. As they were told to make it public, the two immediately begin dishing out punishment in the form of broken bones and shattered ribs. The two take payment meant for four, getting the rest as a bonus.

[8/1/2014] Part 1 of 'Simple Delivery Run' The group is tasked with driving a GMC Bulldog to Cal-Free. Ten feet after starting the drive, the van is almost wrecked by swerving into oncoming traffic. The rest of the drive is somewhat uneventful.

[8/2/2014] Part 2 of 'Simple Delivery Run' The group finds vehicular manslaughter to be an acceptable form of punishment for lane hogs. They stop at a food joint for a quick bite to eat.

[10/10/2014] One and only part of 'Vic the Slick's Embezzlement Run' The two are hired to find out whether a client accused of embezzlement charges is innocent or not. The main decker breezes through the security of the poor corp's host and ghosts in and out without anyone the wiser.

[9/26/2015] Starting up again! First part of 'Jail Break' run. Group had their briefing and worked out ways of extracting their target.

[3/4/2016] Bunraku Breakout Part 1. Party infiltrates the target area and figures out their point of entry.

[3/11/2016] Bunraku Breakout Final part. Party power-murders their way through the parlor, leaving no survivors aside from their extraction targets.

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